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  1. #11
    Id like to see FoV setting coming in future patch, the tunnel vison low FoV is giving me really bad headache after couple hours of playing.

    So please ubisoft add FoV thanks !
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  2. #12
    no need to learn that anymore dude, your simply demanding stuff couse YOU think it should be in there. maybe YOU should try to google and find thirdperson only games that offer a FOV slider - good luck

    i do agree that the game could need some different cam positions like (close - medium - far)
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  3. #13
    Originally Posted by Dynacorp Go to original post
    no its not, stop demanding personal opinions, its bs to implement FOV for third person games
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  4. #14
    do your research next time

    your mixing up FOV (first person) with camera positions (third person)

    https://en.wikipedia.org/wiki/Field_..._field_of_view

    but whatever floats your boat
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  5. #15
    Please go learn what FoV actually is before commenting on it.

    FoV is not some arbitrary design decision, it's the nature of the human eye, optics, light and physics.
    In video games the correct field of view can be calculated knowing the viewing distance and the size of the screen. This is completely irrelevant of the type of game, third person, first person it doesn't matter.
    Obviously developers can't know the correct FoV for every individual setup so they generalize to what will likely work for most people. Console gamers tend to sit much farther away and use larger televisions, so a lower FoV in the range of 60 works best, meanwhile PC gamers use smaller monitors and sit much closer, a setting in the area of 90 is optimal. Again this is all dependent on your individual setup, so for example someone who uses a very large monitor and sits close to it will require a much higher FoV for normalcy.

    An incorrect setting will affect everyone differently, when your brain sees something that doesn't conform to it's idea of how reality works, it assumes something is wrong with you, such that you've been poisoned and that's distorting your vision, this is why you may feel sick or dizzy. On the other hand your eyes will strain to try and compensate, giving you headaches. Exactly the same as how motion sickness, sea sickness etc work. Also just like those, some people are much more susceptible to it than others.

    The issue this game and many others like it has, it was developed in parallel or firstly on console, they used the generalised 60 console FoV and never get around to adjusting the FoV to suit the PC version, at this point in time in the games industry, this just smacks of incompetence on the developers part, it's either ignorance of an important property integral to creating computer generated imagery or laziness to fix the issue.

    For the people who I know for certain will come to attack me with deluded arguments, you can educate yourself here.
    Part 1
    Part 2
    For the people with some insane notion this gives people with a higher FoV an unfair advantage as they can see more of the environment, why do they allow multi-monitor setups then?
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  6. #16
    Originally Posted by Kenosos Go to original post
    Please go learn what FoV actually is before commenting on it.

    FoV is not some arbitrary design decision, it's the nature of the human eye, optics, light and physics.
    In video games the correct field of view can be calculated knowing the viewing distance and the size of the screen. This is completely irrelevant of the type of game, third person, first person it doesn't matter.
    Obviously developers can't know the correct FoV for every individuals setup so the generalise to what will likely work for most people. Console gamers tend to sit much farther away and use larger televisions, so a lower FoV in the range of 60 works best, meanwhile PC gamers use smaller monitors and sit much closer, a setting in the area of 90 is optimal. Again this is all dependent on your individual setup, so for example someone who uses a very large monitor and sits close to it will require a much higher FoV for normalcy.

    An incorrect setting will affect everyone differently, when your brain sees something that doesn't conform to it's idea of how reality works, it assumes something is wrong with you, such as being poisoned and it is distorting your vision, this is why you may feel sick or dizzy. On the other hand your eyes will strain to try and compensate, giving you headaches. Exactly the same as how motion sickness work, or sea sickness etc and just like those some people are much more susceptible to it than others.

    The issue this game and many others like it has, it was developed in parallel or firstly on console, they use the generalised 60 console FoV and never get around to adjusting the FoV to suit the PC version, at this point in time this just smacks of incompetence on the developers part, it's either ignorance of an important property integral to creating computer generate imagery or laziness to fix the issue.

    For the people who I know for certain will come to attack me with deluded arguments, you can educate yourself here https://www.youtube.com/watch?v=blZUao2jTGA . For the people with some insane notion this gives people with a higher FoV an unfair advantage as they can see more of the environment, why do they allow multi-monitor setups then?
    On point. +1 internet for Feng Zhu video, that man is the grand-master of his craft.

    FaCk-inc, your evident lack of knowledge on the subject matter is jarring. Why even bother to comment, when you don't know?

    Just because 3rd person games didn't use FOV sliders in the past, doesn't mean it wasn't a problem. Developers simply didn't care in the past (console games only), because it was brought up very rarely, since console gamers play primarily on televisions from much higher distance.

    90 degrees horizontal has been a standard on PC for decades, games either had it out of the box, or they provided you a way to change this via .ini/config file and even those, had 90 out of the box.
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  7. #17
    Oh hey... from your linked wikipedia side:

    Choice of field of view

    Including peripheral vision, the visual field of the average person is approximately 170-180 degrees. Console games are usually played on a TV at a large distance from the viewer, while PC games are usually played on computer monitors close to the viewer. Therefore, a narrow FOV of around 60 degrees is used for console games as the screen subtends a small part of the viewer's visual field, and a larger FOV of 90 to 100 degrees is usually set for PC games as the screen occupies a larger amount of the viewer's vision.

    Many PC games that are released after 2000 are ported from consoles, or developed for both console and PC platforms. Ideally, the developer will set a wider FOV in the PC release, or offer a setting to change the FOV to the player's preference. However in many cases the narrow FOV of the console release is retained in the PC version. This results in an uncomfortable sensation likened to viewing the scene through binoculars, and may lead to disorientation, dizziness, or nausea. [4][5][6]
    Also... the field of view is a big point in third person games.
    Its the view from the camera.

    Did you play other third person games?
    Here is a good example from Shadow of Mordor after modding the fov value, its still the same camera position!:

    Spoiler:  Show


    I would love to see an "optional" slider for it.
    Whats the big deal with an optional option? xDD
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  8. #18
    i stand corrected and apologise for underinformed statements
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  9. #19
    looking at those 2 pics it shows how a FoV adjustment would give someone an advantage.
    in the "console" pic, an enemy could be standing 10 feet from you and you wouldn't see them without turning. on the "PC" pic, that same enemy would be seen and thus an advantage.

    just my 2c.
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  10. #20
    Is it really an advantage if everyone could use it?!
    "It should be an optional setting".
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